You can copy the motion of a biped footstep sequence, and paste it either at the end or into the middle of another footstep sequence. This technique is called splicing.
You can use splicing to build an extended, or cyclic, motion sequence out of shorter sequences. You can also copy footsteps from one biped and paste them onto another biped with this technique.
Splicing footsteps makes use of a footstep buffer to store footstep positions and keys. The buffer is a temporary area in memory where footsteps are stored.
To copy footsteps to the buffer:
 (Footstep Mode).
 (Footstep Mode).
                Select a series of footsteps.
 Select a series of footsteps.
                (Copy Footsteps).
 (Copy Footsteps).
               You can edit the footstep buffer only when footsteps have been copied to the buffer, as described in the previous procedure.
 Modes group, click
 Modes group, click  (Buffer Mode). This button is active only when there are footsteps in the buffer.
 (Buffer Mode). This button is active only when there are footsteps in the buffer. 
                  The viewports now display the footsteps in the footstep buffer, rather than the footsteps in the currently activated footstep sequence.
If you load a BIP file by clicking Load File on the Biped rollout while Buffer mode is active, the footstep buffer is replaced with the motion in the BIP file.
 Buffer Mode to turn it off.
 Buffer Mode to turn it off.
                  
               To splice the footstep buffer:
 (Paste Footsteps).
 (Paste Footsteps).
                  The footsteps from the buffer appear in their saturated colors.
 (Select And Move) to position the first pasted footstep at the point where you want to splice. When you move the first pasted
                  footstep over an activated footstep of the same side, right or left, the activated footstep turns red to indicate splicing
                  is possible.
 (Select And Move) to position the first pasted footstep at the point where you want to splice. When you move the first pasted
                  footstep over an activated footstep of the same side, right or left, the activated footstep turns red to indicate splicing
                  is possible.
                  
                  
               The contents of the footstep buffer are placed over the active footsteps. The first footstep in the buffer replaces the footstep that turned red, and the rest of the buffer footsteps follow.
If you don’t want to append the leftover footsteps, simply click anywhere in the viewport to dismiss them.